Gilathel Hawkmoon
Half-elf druid (nature fang) 1
NG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +8
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 10 (1d8+2)
Fort +3, Ref +4, Will +4; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee club +1 (1d6+1)
Ranged longbow +4 (1d8/×3)
Special Attacks studied target +1 (1st, move action)
Druid (Nature Fang) Spells Prepared (CL 1st; concentration +3)
. . 1st—aspect of the falcon, entangle
. . 0 (at will)—create water, guidance, light
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Statistics
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Str 12, Dex 18, Con 13, Int 10, Wis 14, Cha 10
Base Atk +0; CMB +1; CMD 15
Feats Point-Blank Shot
Skills Acrobatics +1 (-3 to jump), Climb +2, Handle Animal +4, Knowledge (geography) +4, Knowledge (nature) +4, Perception +8, Survival +6; Racial Modifiers +2 Perception
Languages Common, Druidic, Elven
SQ elf blood, nature bond (wolf named Nanook)
Other Gear hide armor, arrows (40), blunt arrows[APG] (20), club, longbow, backpack, holly and mistletoe, druids kit
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Wolf Companion:
Nanook
Wolf
N Medium animal
Init +2; Senses low-light vision, scent; Perception +1
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Defense
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AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 17 (2d8+4)
Fort +5, Ref +5, Will +1
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Offense
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Speed 50 ft.
Melee bite +3 (1d6+1)
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Statistics
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Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Weapon Focus (bite)
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +2 (+10 to jump), Climb +5, Survival +2; Racial Modifiers +4 to survival when tracking by scent
SQ attack any target, combat riding
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Special Abilities
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+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Trip (Ex) You can make a trip attempt on a successful attack.